Baldur's Gate 3

Can this be used in Multiplayer?
Yes. There isn't a single BG3 mod that can't be used in multiplayer. All players must have the same versions of mods and the same load order.

TIP: A player can send another player their modsettings.lsx, this can basically give other player's the same load order which can be sent after you set up the mods you wish to use for y'all playthrough. This will provide the correct load order and if launching BG3 Mod Manager will be informed if they are missing mods.

Is there an ETA on Updates/XYZ race?
A vast majority of detailed information and news is provided on my Patreon. This is where I typically keep people informed on what is being done or what I'm working on trying to accomplish.

Basic news, WIPs and announcements for releases for this mod are typically posted on Twitter/Instagram 


I don't give ETA's typically because life happens and this is done with the free time I set aside to dedicate to the project. 

Is there an ETA Goblin?
Nope, if you need to play a Goblin race right now, Trips made one Whispers of the Fey - Goblins Race, it works perfectly, and is ready right now~


Can you make this ___ race?
Did you review the Planned Races article? 


I don't see ____ race in the Planned Races, can you make it?
If it's one of these following races:
  • Centaur
  • Saytr
  • Hadozee
  • Thri-kreen


Unfortunately, it's going to be a no.  

  • Centaur would require way too much work for a free project and I'd have to outsource for the animations. I'm not an animator, and have no experience making animations, I know how to set animations to a skeleton when they are already made not create them from scratch.

  • Saytr is already made, and I use this version made by Labotor in my games. If given permission I'll release the personal patch I made for the race to be updated to MoTM's version. 
  • Hadozee - Just not interested in making it.  
  • Thri-kreen - Arms would conflict with every vanilla armor so would need to make armor from scratch which I'm not interested in doing as it's out of the scope of this mod. Also, the same animation problem that Centaur faces is going to be similar to this or the additional arms would just end up idle the whole time. 

So can you make XYZ race then if it's not on the lists above?
If you have revied the Planned Races and it's not on that list  and not on the no list above, you're welcome to pitch the idea to be considered but I make no promises.


Are you still doing ___ race?
YES, please review  PLANNED RACES. Races in 1.0 get restored and fixed first then I do all the other races. I will stop making races for this mod once I've reached 100 races total for this mod. (This will take a long time to be completed)


What happened to the 50+ races? What happened to Fantastical Multiverse 1.0?
They were removed so I could fix them, rework them mechanically, and polish them. After they go through the first round of changes I re-release them in their Beta version, this is the public builds you're seeing now. The main goal is to make them playable first with as minimum bugs as possible. Sometimes this gets delayed due to updates/changes made to the game. All of the races are coming back though. After I'm going to make my own custom assets, icons, textures, etc. to add to the races and that way while you're playing the game you can add these updates and they won't break your saves.  In addition after I'll be adding working on adding the other 50 races that require custom assets, models & textures. 


Why after installing Fantastical Core do the races not show up?

You need Fantastical Core + every Fantastical Race file found in Optional or Updates that you want in your game if you want the race to show up in your game you need to have the file Fantastical [Insert Race Name Here]. Each file will also have a description telling you what it unlocks and makes available in your game and the sourcebook it's from. 

  • During 1.0 it was a singular file called Fantastical Multiverse. This was removed while I fix the mod.
  • During 1.5+ They'll be invidiaul files so that way you don't have to wait and have the freedom to choose what races you want in your game.
  • During 2.0+ They'll be the return of a singular file + Optional Packs of races to reduce the amount of files you need to install.


Can we get a version that has all the races?
Yeah,  after I finish fixing all the races listed on the description page. Once all those have green check marks  I will release the singular file version (Full Version) and then be releasing smaller comependiums containing several races.

So if you wanted just 5E races but didn't want to install every race file. They'll be a compendium file containing just that.

If you wanted just the Homebrew races but didn't want to install every race file. They'll be a compendium file for just that as well. 

If you just wanted One D&D/Player's Handbook 2024 updates to the vanilla races. They'll be a compendium fie for just that as well.

The smaller compendiums of races will still require Fantastical Core but the Full Version of Fantastical Multiverse will not require Fantastical Core.


Do I need the newest Fantastical Core when updating or adding new races?
Yeah, if you see a brand new race you're going to need the newest Fantastical Core version. Other wise you're going to crash or see an invisible race with a bunch of Not Found text. 

If your using an old version of a Fantastical race you might not, but again I still think it's always best to have the newest version of all the mods because I often contains fixes to problems that the old file faces.
Will you make unique trait icons?
Yes, once everything from 1.0 is fixed and stable. 2.0 is when this will happen if I feel a trait icon could be more unique or better. 

Do you know about this Kobold issue?
To start I want to say thank you for installing my mod and endorsing and supporting my work! I'm glad everyone is enjoying Kobold and trying to help and I'm glad it's bringing more new players to Baldur's Gate 3. I wanted to inform you that the current state of Kobold has been planned and is working as currently intended. If you're new or haven't been here since Early Access or 1.0,  there is a lot to fill you in on. I'll be making a public video discussing this in the coming days. In short, the state of Kobold is planned and intended. Kobold wasn't originally supposed to come out this early. My Patreon supporters and a lot of older Fantastical Multiverse users wanted the EA Kobold since I removed it to fix its problems during the Fantastical Multiverse 1.0 Full Release launch. There is a lot more work that needs to be done but that takes time without an official modding tool. I'm still working on restoring several other races. So I'm constantly balancing what I do and don't have time to complete each wave of updates.  There are a lot of things behind the scenes that I wouldn't expect you to know about if you haven't been a Patreon supporter or someone I talked to briefly via Discord.  So I will have a video kinda touching on these topics along with some optional patches for Kobold animations coming soon.

Will Kobold be able to change colors?
Yes, It wasn't set up correctly by default like a Human, Elf, or Dragonborn. So I have to set it up so that it can be enabled. Currently, Kobold's colors are tied to the way Leather armor is colored which isn't compatible with the color selection in the CC. I didn't set it up to be like that, that's just how Larian did it likely because they never intended for you to play them and it was easier to set them up this way.


Why doesn't XYZ Hair/Face/Body mod work with your races?

This requires a patch, cosmetic mods are assigned to a specific race. It's not automatically applied to a race unless it's replacing a vanilla asset in the game.  

I designed Fantastical Stylist(Coming Soon)  to patch cosmetic mods. 

Will you make a patch for XYZ Face/Hair mod?
That depends, I can when I have the time and feel up to it but I also would need the permission of the author before I do that.

This list may grow but currently after 2.0 I will be making patches for the following:






This list has grown, I will  reveal them soon.

As a mod author can I make XYZ Face/Hair/Body mod patch?
Go for it, I welcome it! I 100% support any cosmetic patch a mod author wants to make for Fantastical Multiverse.  I will be adding a whole list for the UUID plus a Template for every race. All I ask is you let me know in the comments or DM on here, discord, etc. Just so I know not to ask you if I can make the patch lol.

What mods are compatible with this one?
Generally, revised races overwrite vanilla, here is a list of the following in case you're uncertain:

  • High Elf
  • Wood Elf
  • Drow
  • Githyanki

Here is a list of mods that I know for certain are compatible and when I confirm others are I will add them to the list:





Do I still need PLUS UI?
You don't need PLUS UI, I was making it a requirement before because it allowed you to select racial passives for races that included selectable race passives like Dhampir, or any race with Selectable Charisma, Wisdom, or Intelligence trait spells. With updates to my mod, I will be adding a preset selection that should assist with getting around this but currently, not all races have this preset setup.  


I have a "Choices Pending!" option that won't go away, why is this not working?
You need to install IMPROVED UI. You can't use the Improved UI Null File.  If for some reason Improved UI is taken down again, you can find it also on GitHub here 
You will always need the newest version of IMPROVED UI as conflicts are likely to arise with each new Hotfix/Patch released by Larian Studios. With how frequently the game is being Hotfixed I'd just be patient and wait for when Djmr has time to update the Improved UI. 

Fantastical Multiverse isn't compatible with controllers because the SelectPassives feature that allows you to select your spells, or racial tag isn't compatible with controller UI because it wasn't covered by IMPROVED UI and it isn't covered in the vanilla game. Simply unplug the Controller, select the passives, and then replug the controller once you've made your choices. When we get the official modding tool maybe then this can be fixed but I'm not messing with the UI because this will cause conflicts with Improved UI. 


I don't see any selectable trait spells, racial tags, or passives. What happened?
If you're using a controller or don't have IMPROVED UI. That is why.  IMPROVED UI is not an optional choice. 

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